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zel 2.0
April 11th, 2007, 11:37 PM
Hi everyone! I'm starting this thread that will contain all my self-made guides I write while I'm hacking (usually for guiding myself at first, but perhaps some can be of any use to you)
Oh, and I also didn't want to start a thread for a every little thing, so I'm concentrating all the info in this thread. Don't worry, you know me, so I'll keep updating my first post. I'll use an index, so if I post a new guide I'll add a link to the post in the index.

By the way, if you would like to make suggestions for some other tutorial I could write, then go ahead, as long as: I have some time, I feel inspired and there's no other tutorial for that already.
Ah... Don't confuse this thread with the Simple Questions thread, only suggestions, questions related to the stuff I wrote, or fixes are accepted ;)

Also, mods have my permission to lock this thread if it starts to get spammy. Neither Scizz or I like to see spammy threads. After all, if it gets locked, as soon as I have a new guide to write I'll reopen it.

OK... Now let's get started...!

The Index

Changing Graphics

:pokeball: Changing the Big Sprites at the Oak Intro (This Post!)
:pokeball: Changing the Battle Backsprites (This Post!)
:pokeball: Changing the Palettes of Anything Post #19 (http://pkmncommunity.com/showpost.php?p=2473860&postcount=19)

Scripting

As of now, I don't see a need for a guide... Christos and Irish Witch already are covering that quite well.

Hex-Editing

:pokeball: Trading Pokes (This Post!)
:pokeball: Changing the TMs Post #19 (http://pkmncommunity.com/showpost.php?p=2473860&postcount=19)

Other?

Hmmm... If it doesn't go with any other, it just goes to "Others". But, so far, I don't see anything relevant.

____________________________________________

Changing Graphics - Changing the Big Sprites at the Oak Intro

OK, First thing, make a backup of your rom...

After that, we open the UNLZ-GBA (included in the EliteMap package), and we open the rom. Now we need to find the sprites we want to modify (for this guide, the "big" sprites of the heroes, rival and Oak). However, we also need to select the option "256 Color Mode". Basically, in FR, the graphics are located at 339: Heroine, 340: Hero, 341: Oak, 342: Rival (But, keep in mind that they may not be exactly there, they may be close, so don't forget about the "Next" and "Previous" buttons to find them. They should be close to those values)

Once we find it, we should also select the option "Use Black/White" and work with the Black and White tones, but you could stick with one of the palettes UNLZ-GBA has. But if you want to skip some indexing problems, I suggest you using the B&W option.

http://img86.imageshack.us/img86/3660/tutocambiarspriteintro1if8.png
Fig1. We found our sprite, don't forget to select the "256 Color Mode", and if you want, the "Use Black/White" option

Once we have a palette, or the B&W option, we hit "Save as...", and now we need our friendly Images Editor. I use Paint Shop Pro, but you can use whatever. For now, close the UNLZ-GBA, we will go back in a while.

Now we open the recently saved image, and we also open the rom in the emulator. That way we will determine the color equivalencies. It may be a little hard working on the B&W, so pay close attention to the values that your images editor say. Once we have learned the color equivalencies, we have to modify our image to be inserted in a way that it uses the B&W colors, but once it is inserted, the image will have the colors used in the emu.

With a little patience and practice, you will be able to modify your images colors. Once we finish, just copy the image, and paste it over the image we saved from UNLZ-GBA. Make sure the colors remain unchanged. Now we will save this image (bmp is preferred)

http://img83.imageshack.us/img83/4541/tutocambiarspriteintro2yq1.png
Fig2. Learning the color equivalencies
http://img137.imageshack.us/img137/3661/tutocambiarspriteintro3vh4.png
Fig3. Changing my sprite to respect the B&W palette, but knowing that once inserted, the image will have the colors I want

It's time to go back to UNLZ-GBA, we need to research for our sprite to be overwritten (once again, with the 256 Color Mode, and if we used it, the B&W option), this time we hit "Import", and we change the format to "all files", so we will be able to find our bmp. Our image should replace the old one. All we have to do is to select "Write to Rom", and it's preferred to avoid touching any other option in the next window, hit OK, and hope your image is not "too big" to be inserted.

http://img132.imageshack.us/img132/3743/tutocambiarspriteintro4wb8.png
Fig4. Your image inserted in UNLZ-GBA, just hit "Write to Rom"
http://img141.imageshack.us/img141/6600/tutocambiarspriteintro5mk9.png
Fig5. Just hit OK without changing anything, but... it may fail...

In case it fails...

We will need to open an hex-editor, and we will have to search for free space (a place with A LOT of "FF"), the hex-editor should say somewhere an address (offset), which is an Hex-Value, where free space begins. So let's go back to the UNLZ, and we unselect the "Auto Abort" option, and we write that Hex-Value in the Image Offset, then we hit OK, and the image will get inserted without any kind of problems (OF COURSE, IF YOU ARE NOT CONSCIOUS OF WHAT YOU ARE DOING WHEN DEALING WITH OFFSETS, YOU MAY BREAK YOUR ROM, SO BE EXTREMELY CAREFUL!)
And that's the last step, hopefully you will not need this extra last step.

All we have to do is seeing the results. Of course, results can be improved with Palette Changes, and a lot of practice. There's a lot of people that do this sprite changing stuff better than me... :P

http://img219.imageshack.us/img219/5895/tutocambiarspriteintro6wz2.png
Fig6. The results!

____________________________________________

Changing Graphics - Changing the Battle Backsprites

OK, even though some of you may use TLP to do this, I feel more comfortable with Tile Molester (however, I also have all that Java stuff involved, if you want to follow this guide, you'll have to figure out how to install the Java stuff. Anyway, I'll try to update the guide if it's needed)

First thing, as always, is to make a backup of your rom.

Now, let's open Tile Molester (the file tm.jar), and then we go to File->Open. We search for our rom to be modified, and after that the content of the rom shows up, along with all the options of Tile Molester.

http://img220.imageshack.us/img220/4853/tutocambiarbacks1bc9.png
Fig1. Tile Molester with a rom loaded

Now, we need to know what we want to modify. Once we know it, all we have to do is finding the location (the offset) of the sprites we want to modify. Since the guide (that works for FR, but with the correct offsets also would work for the other versions) only is dedicated to change the battle backpicks of the heroes, we only need that info. Anyway, the offset we are looking for is: E69F00 (Fire Red). With this info, all you have to do is go to Navigate->Goto, and we write that offset, making sure that "Hex" is selected.

http://img224.imageshack.us/img224/3134/tutocambiarbacks2dh5.png
Fig2. Go to E69F00, we find our trainer, but wtf happened to him?

Once we are in E69F00, we will notice the graphics a little messed up, first step to fix them is go to View->Blocksize->Custom, and writing an 8 in both Columns and Rows. After that, it's convenient to choose View->Blockgrid, so we can align the graphics (see Fig3). Finally, all we have to do is use the "divide", "plus", "less" and "big" (sorry if I made an English mistake) buttons to align it better (see Fig4)

http://img207.imageshack.us/img207/6038/tutocambiarbacks3du2.png
Fig3. Better, but you need to use those 4 buttons to make it even better
http://img95.imageshack.us/img95/5169/tutocambiarbacks4fq3.png
Fig4. Now that's perfect, ain't it?

Whenever you want to go up or down, I suggest you using the arrows in your keyboard (you may need to press the arrows a few times so that the images align in the grids again)

The next step is working with the palettes Tile Molester already has loaded, what we need to do is learning the color equivalence between the palettes in the emu, and the palettes in Tile Molester (open the rom in your emu, and start comparing, as in Fig5). Once we learned the equivalencies, we need to take the image (loaded in an Images Editor, such as Paint) we want to insert, and modify its colors so that it uses the colors in the Palette in Tile Molester, but when we play it on the emulator it would have the colors we want it to have (this is the hard part of it, so patience and practice) Just remember one thing... The Canvas size set it to 64x64 pixels!

http://img207.imageshack.us/img207/9462/tutocambiarbacks5ml7.png
Fig5. Comparing an learning the color equivalencies
http://img89.imageshack.us/img89/7465/tutocambiarbacks6br3.png
Fig6. The graphics are ready to be inserted, and they respect the colors in Tile Molester, so when I insert them, they will look as I want in the emu

The images look a bit creepy, don't they? Anyway, we just save every image as a png or bmp file, and we go back to Tile Molester, then we go to Edit->PasteFrom and we choose one of our modified images, then we just move it over the back we want to overwrite (right click after doing so)

http://img135.imageshack.us/img135/1506/tutocambiarbacks7ya1.png
Fig7. The inserted image overwriting the old back

And that concludes this tutorial... Of course, if we combine it with palette changing tutorials, the results can be improved a lot... You'd just need to find the sprite's palette, but... That's not something to be covered by this tutorial, so go look for it yourself... XD

http://img137.imageshack.us/img137/9003/tutocambiarbacks8en3.png
Fig8. The final result!

____________________________________________

Hex Editing - Trading Pokes

First you need to hex-search for the name of the poke we receive in the trade originally (for example, in FR, we receive a "MIMIEN")

http://img224.imageshack.us/img224/3013/tutotradehex1lo7.png
Fig1. Searching for MIMIEN with Thingy

Once you find it, we will notice the name followed by "FF" and then a bunch of "00" (which means free space for the name). Now you can change the name of the poke we'll receive with hex, as long as you respect that the name must still be finished with the "FF" (and at least make sure to leave a "00" as well, just in case)
After that free space comes inmediately XXXX, which should be the value of the ID of the poke we will get (as always it's swapped hex, so Bulbasaur which is 0001 becomes 0100) So just find the ID of the new poke, change it to hex (with Windows Calculator on Scientific Mode), and then swap it as I did in my example.
Next is seeing where the next recognizable name starts (in my MIMIEN case, there's a "REYLEY" close to it), that name is the name of the trainer, so to change it, you must do exactly the same as when you changed the poke's name.
After the trainer's name, and free space comes a "0A" (which most likely will be other thing), and after that comes another XXXX, which is the ID of the poke the trainer wants, once again it's swapped-hex, so do it the same way as before to change it.

And, you can even modify the hold item of the poke we'll receive (don't start putting Master Balls! ), to modify it just: look at the trainer's name again, then start going backwards, and we'll see either a "00" or "FF", and right after it (still going backwards), you'll find another XXXX, which is the ID of the Hold Item (and as you can imagine, it's swapped-hex, so you know how to modify it)

http://img224.imageshack.us/img224/7379/tutotradehex2gl4.png
Fig2. All the info is close to MIMIEN. 1= MIMIEN, 2= Free Space as FF and then a bunch of 00, 3= Poke we will get in swapped hex, 4= MIMIEN's owner name, 5= Free Space again, 6= Poke we must have in swapped hex, 7= The hold item, to the left of the owner's name

RikotheFoxKid
April 12th, 2007, 02:49 PM
omg... this totally advances me on the legend of ninetales, the hack im working on. you rock, man!

Zi212
April 12th, 2007, 03:13 PM
Very nice tut 10/10 explains alot

marz
April 12th, 2007, 03:22 PM
Wow zel! This is bound to help A LOT of people. You must have spent a lot of time writing this up!

I'm glad you took the time off of ShinyGold. You rock, man!

Always and Never
April 12th, 2007, 04:21 PM
I officially love Zel. XDXD

Check this out, man.
http://i121.photobucket.com/albums/o211/xXscytherXx/Screenie.png

ash2000
April 12th, 2007, 04:59 PM
This tutorials are great Zel.
I might start a new hack with the tutorials you made.

furrypaws16
April 12th, 2007, 06:09 PM
Awesome, dude. ^_^

I'm just curious, and if for whatever strange reason this is illrelated, you can delete my post.

I'm thinking of working on a Kingdom Hearts: Chain of Memories hack when I get my PC. Now, would all this work with any other game (specifically, Kingdom Hearts), or would I have to do scratch hacking/find other hacking programs? Thank you, in advance. ^-^

Well, obviously not the backediting thing or trading bit, but maybe the graphics editor?

LawLessChaoz
April 12th, 2007, 06:29 PM
Thanks this is awesome and very useful.

zel 2.0
April 12th, 2007, 10:06 PM
Awesome, dude. ^_^

I'm just curious, and if for whatever strange reason this is illrelated, you can delete my post.

I'm thinking of working on a Kingdom Hearts: Chain of Memories hack when I get my PC. Now, would all this work with any other game (specifically, Kingdom Hearts), or would I have to do scratch hacking/find other hacking programs? Thank you, in advance. ^-^

Well, obviously not the backediting thing or trading bit, but maybe the graphics editor?

Well, I really haven't tested UNLZ-GBA with a non-Pokemon game, to see what results it could have. Probably it could find something, and all you'd need to do is using its "Next" and "Previous" buttons trying to see if you find something using the "256 Color Mode" on or off (maybe it could find stuff with both ways)

But I'm definitely sure TLP and Tile Molester works with any kind of game's graphics. And I mean ANY! (I've seen a few Mario 64 changes. Don't really know how they do that, though... X_x)
Anyway, it could work with games, as long as you take the time to align the pics, I just told to use 8 for Rows and Columns, for example, but in other games or other stuff, you may have to use other values.

furrypaws16
April 14th, 2007, 06:46 AM
Well, thanks for the help! A new hope, I guess.

I'm certainly not the first Kingdom Hearts hacker, but I hope to be PCC's first...unless it's not allowed. X_X

DiamondDust
April 14th, 2007, 12:22 PM
Thanks Alot Zel.

This really helps me, i'm just finding difficulty understanding, i'm just gonna ask my elders.

Thanks Again!

Charizard_Ruler
April 14th, 2007, 12:26 PM
wow must of taken ages to write XD
congrats zel

Darkdata
April 14th, 2007, 05:33 PM
(I've seen a few Mario 64 changes. Don't really know how they do that, though... X_x)

The Mario 64 Rom was uncompress by a hacker called VL-Tone, a full featured level editor is on the way. But that is off topic.

I am glad to see someone with skills good enough to hack Gold and Silver into a Advanced Generation. Good work.

rithwik
April 21st, 2007, 09:06 AM
hai zel,nice tutorial.i have a question.i tried UNLZ-GBA the first time and changed bulbasaurs sprits in fire red,but the next time when tried to change the sprite,no pokemon pictures appear.not any.thanks in advance

Hedgehogger
April 23rd, 2007, 03:43 PM
These are good tutorials! (Too bad I'm not hacking LG anymore T_T) But, could you make a Palette Editing tutorial? It's been irritating that no one on here has said how to do it yet...

Demon_Fox
May 1st, 2007, 11:56 PM
Hi there, Im new but im hopping you could help, could you please do a Tutorial on Caterpillar script, or just link to one please I cant find it anywhere.

Im wanting to have one or more characters follow you around throughout the game, im working with Fire Red

Krobelus
May 3rd, 2007, 11:41 PM
Hey Zel, nice job. I actually tried this, but some parts I couldn't understand, and ended up messing up terribly, but it's okay, I don't hack so it was a shot in the dark.

I think people want an encore!

Good job. =)

Swimmer♂
May 7th, 2007, 07:18 AM
Zel you are a hero and a legend. This tut is fantastic, answering common questions, that have never really been answered before!

I have one question related to the first tutorial (the big sprites) How do you change their pallets, is it the same as usual pallet editing, or is it something else because of the 256 colour format?

Thanks, keep up your awesome tutorials!

zel 2.0
May 10th, 2007, 11:16 AM
OK, second wave of my Tutorials, since there were questions about Palette Changing, I tried to write one, even though there are guides at other sites, but I added screenies to try to guide people better (or so I hope :P)

Changing Graphics - Changing Palettes of Anything

Don't forget to make a backup!

Basically, the first thing you need to remember is that all graphics in any game are divided into two parts: Maps and Sprites. Each of this parts has its own section in the emulator "Tools" option, so, Maps should be viewed with the Map Viewer, and sprites with the Oam Viewer. Also, we will require the use of the Palette Viewer as well.

So, the idea is, if we want to change palettes in a "Map", then we'd need the Map Viewer and the Palette Viewer, and if we want to change palettes in a sprite, then we'd need the Oam Viewer and the Palette Viewer.

But... What is a "Map"? It's just all the backgrounds and all the tiles in the game, while the sprites are all the graphical effects on maps, the overworlds and the pokemon and their attacks are sprites as well.

-Working with the Map Viewer and the Palette Viewer

OK, let's suppose I want to change the green colour that has the FR intro. Since it is a background, then it is a "Map", which means I have to open the Map Viewer and the Palette Viewer.

The backgrounds have many levels, with different components in each level, so search through the BG levels to find what we are looking for.

http://img509.imageshack.us/img509/6964/tutocambiarpaletas1tv1.png
Fig1. I found the back I wanted to modify at BG3

All you need to do now is click on the area that has the colour to be modified, this will make the area appear in the panel down-left, now click in one of the pixels (the one that has the colour to be modified), and this will fill the panel down-right with the colour we want to change and will give us the important thing: its RGB value.

http://img511.imageshack.us/img511/6872/tutocambiarpaletas2qe1.png
Fig2. After clicking around we get all this info, but the RGB value is what we are looking for.

Once we have the RGB values, then we switch to the Palette Viewer, and we look in the "Backgrounds" section, because we are modifying a "Map". Sooner or later we will find between all the colours the one with the RGB we have.

http://img256.imageshack.us/img256/4804/tutocambiarpaletas3ao2.png
Fig3. We found it, and the important value to get is that hex value 0x52C8

Don't forget to swap this 52C8 value, which means we obtain a C852. And you need to list the other colours close to the 52C8 to make searchs easier (in this example, if you go to the right you'll get the following values 0011 0075 00FA 017F)

But don't forget we need to swap'em all, giving us the list: C85211007500FA007F01

Now comes the part when we need an hex-editor (better if it is an hex-editor which allows you to write hex values fast, because we will be writing a good amount of hex values this time), so I'll pick Hex Workshop over Thingy this time.
So, once in our hex-editor, we just need to search that list (by the way, before searching, you should go to the bottom of the rom and do an "Up" search)

http://img124.imageshack.us/img124/544/tutocambiarpaletas4dq4.png
Fig4. Searching for the list of colours

http://img363.imageshack.us/img363/7163/tutocambiarpaletas5kr6.png
Fig5. The result gets coloured, I also mark where the palette begins and where it ends, but all we really need is the place where says C852

So there is our palette, but for now all we want to do is change the single colour C852, and we need to put another colour there, but the problem is that, as you already saw, that colours have hex-values assigned, so when you want to change colours you need to either keep trying values randomly, or look into the Palette Viewer again. I'll go to my Palette Viewer and change the green back with a black colour, the black that has the value 0000, so I'll go back to the hex-editor and change the C852 with 0000 (don't forget that we always need to swap the values given by the Palette Viewer!)

http://img511.imageshack.us/img511/2188/tutocambiarpaletas6dj7.png
Fig6. I change the colour with the hex-editor

We save the changes, and we reload the rom in the emulator to see the results...

http://img526.imageshack.us/img526/2295/tutocambiarpaletas7ui8.png
Fig7. Sucess!

-Working with the Oam Viewer and the Palette Viewer

It's practically the same method, but we need to find the sprite using the Oam Viewer. But, you need to open the Oam Viewer inmediately after the sprite is occuring (this is because usually sprites may have animation and it may switch the palettes they use, but in the following example, I wouldn't need to desperately open the Oam Viewer)

Let's make an example, I'll change the colour of the yellow flames in the FR intro, so once I catch the flame, I open the Oam Viewer and I'll search through it till I find the flame (there are many yellow flames, but I just need one), I find it as the Sprite 2.

http://img511.imageshack.us/img511/5208/tutocambiarpaletas8wr5.png
Fig8. Looking for the sprite with the Oam Viewer

Once we find the sprite, all we have to do is start clicking again. Click the sprite in the area that has the colour to be modified, this will make the area appear in the panel up-right, then we click in one of the pixels that has the colour, which will fill the bottom panel, with the information on the RGB values, as when we were working with Maps

http://img409.imageshack.us/img409/4029/tutocambiarpaletas9bf8.png
Fig9. I will change this colour

After getting the RGB values, the process is quite the same. We open the Palette Viewer (but this time we will search in the "Sprite" section palettes), we search for our RGB colour, and once we find it, we get the colours close to it, in my case my list would be: FF5FDF475F23BF02981A, and I want to modify that FF5F.

We go to the hex-editor, back to the bottom of the rom, and we do another "Up" search looking for the new list. We get a result, and I'll modify the FF5F in that result for another value (I'll use the value B900, a red tone)

http://img124.imageshack.us/img124/2043/tutocambiarpaletas10up5.png
Fig10. And after the hex-replacing, the sprite gets a new colour

-Final Comments

Sometimes, the palettes we get as results using the hex-editor are not correct, and we may not get the results we want (and even we could be modifying stuff we don't want to), so don't forget to fix the changes if you don't get results, then make a new hex-search.

Even when the examples just show how to modify a single colour, we always get the full palette when we are searching, it's just that we need to know where the palette begins and ends (use the values in the Palette Viewer to guide yourself), when you get that idea, you can replace all the colours in that palette!

Changing palettes of tiles is the same as when we modified Maps colours with the Map Viewer, while changing palettes of overworlds is the same as when we modified the flames. However, you should never forget that if a palette is shared by different stuff, all your changes will affect the stuff that is sharing the palette, so you should be careful when doing palette changes. Don't forget this!

Well, that's all I learned about Palette Changing. I hope it's of any use to you!

____________________________________________

Hex Editing - Changing TMs

This tutorial is quite simple, but you need to know how to deal with an hex-editor.

As always, make a backup of your rom...

Now, open your hex-editor. We want to find the list of moves taught by the TMs, and that's why we need a list with the hex for every single move in the game, but don't worry I already have that list, so here it goes...

0000. Nothing
0100. POUND
0200. KARATE CHOP
0300. DOUBLESLAP
0400. COMET PUNCH
0500. MEGA PUNCH
0600. PAY DAY
0700. FIRE PUNCH
0800. ICE PUNCH
0900. THUNDERPUNCH
0A00. SCRATCH
0B00. VICEGRIP
0C00. GUILLOTINE
0D00. RAZOR WIND
0E00. SWORDS DANCE
0F00. CUT
1000. GUST
1100. WING ATTACK
1200. WHIRLWIND
1300. FLY
1400. BIND
1500. SLAM
1600. VINE WHIP
1700. STOMP
1800. DOUBLE KICK
1900. MEGA KICK
1A00. JUMP KICK
1B00. ROLLING KICK
1C00. SAND-ATTACK
1D00. HEADBUTT
1E00. HORN ATTACK
1F00. FURY ATTACK
2000. HORN DRILL
2100. TACKLE
2200. BODY SLAM
2300. WRAP
2400. TAKE DOWN
2500. THRASH
2600. DOUBLE-EDGE
2700. TAIL WHIP
2800. POISON STING
2900. TWINEEDLE
2A00. PIN MISSILE
2B00. LEER
2C00. BITE
2D00. GROWL
2E00. ROAR
2F00. SING
3000. SUPERSONIC
3100. SONICBOOM
3200. DISABLE
3300. ACID
3400. EMBER
3500. FLAMETHROWER
3600. MIST
3700. WATER GUN
3800. HYDRO PUMP
3900. SURF
3A00. ICE BEAM
3B00. BLIZZARD
3C00. PSYBEAM
3D00. BUBBLEBEAM
3E00. AURORA BEAM
3F00. HYPER BEAM
4000. PECK
4100. DRILL PECK
4200. SUBMISSION
4300. LOW KICK
4400. COUNTER
4500. SEISMIC TOSS
4600. STRENGTH
4700. ABSORB
4800. MEGA DRAIN
4900. LEECH SEED
4A00. GROWTH
4B00. RAZOR LEAF
4C00. SOLARBEAM
4D00. POISONPOWDER
4E00. STUN SPORE
4F00. SLEEP POWDER
5000. PETAL DANCE
5100. STRING SHOT
5200. DRAGON RAGE
5300. FIRE SPIN
5400. THUNDERSHOCK
5500. THUNDERBOLT
5600. THUNDER WAVE
5700. THUNDER
5800. ROCK THROW
5900. EARTHQUAKE
5A00. FISSURE
5B00. DIG
5C00. TOXIC
5D00. CONFUSION
5E00. PSYCHIC
5F00. HYPNOSIS
6000. MEDITATE
6100. AGILITY
6200. QUICK ATTACK
6300. RAGE
6400. TELEPORT
6500. NIGHT SHADE
6600. MIMIC
6700. SCREECH
6800. DOUBLE TEAM
6900. RECOVER
6A00. HARDEN
6B00. MINIMIZE
6C00. SMOKESCREEN
6D00. CONFUSE RAY
6E00. WITHDRAW
6F00. DEFENSE CURL
7000. BARRIER
7100. LIGHT SCREEN
7200. HAZE
7300. REFLECT
7400. FOCUS ENERGY
7500. BIDE
7600. METRONOME
7700. MIRROR MOVE
7800. SELFDESTRUCT
7900. EGG BOMB
7A00. LICK
7B00. SMOG
7C00. SLUDGE
7D00. BONE CLUB
7E00. FIRE BLAST
7F00. WATERFALL
8000. CLAMP
8100. SWIFT
8200. SKULL BASH
8300. SPIKE CANNON
8400. CONSTRICT
8500. AMNESIA
8600. KINESIS
8700. SOFTBOILED
8800. HI JUMP KICK
8900. GLARE
8A00. DREAM EATER
8B00. POISON GAS
8C00. BARRAGE
8D00. LEECH LIFE
8E00. LOVELY KISS
8F00. SKY ATTACK
9000. TRANSFORM
9100. BUBBLE
9200. DIZZY PUNCH
9300. SPORE
9400. FLASH
9500. PSYWAVE
9600. SPLASH
9700. ACID ARMOR
9800. CRABHAMMER
9900. EXPLOSION
9A00. FURY SWIPES
9B00. BONEMERANG
9C00. REST
9D00. ROCK SLIDE
9E00. HYPER FANG
9F00. SHARPEN
A000. CONVERSION
A100. TRI ATTACK
A200. SUPER FANG
A300. SLASH
A400. SUBSTITUTE
A500. STRUGGLE
A600. SKETCH
A700. TRIPLE KICK
A800. THIEF
A900. SPIDER WEB
AA00. MIND READER
AB00. NIGHTMARE
AC00. FLAME WHEEL
AD00. SNORE
AE00. CURSE
AF00. FLAIL
B000. CONVERSION 2
B100. AEROBLAST
B200. COTTON SPORE
B300. REVERSAL
B400. SPITE
B500. POWDER SNOW
B600. PROTECT
B700. MACH PUNCH
B800. SCARY FACE
B900. FAINT ATTACK
BA00. SWEET KISS
BB00. BELLY DRUM
BC00. SLUDGE BOMB
BD00. MUD-SLAP
BE00. OCTAZOOKA
BF00. SPIKES
C000. ZAP CANNON
C100. FORESIGHT
C200. DESTINY BOND
C300. PERISH SONG
C400. ICY WIND
C500. DETECT
C600. BONE RUSH
C700. LOCK-ON
C800. OUTRAGE
C900. SANDSTORM
CA00. GIGA DRAIN
CB00. ENDURE
CC00. CHARM
CD00. ROLLOUT
CE00. FALSE SWIPE
CF00. SWAGGER
D000. MILK DRINK
D100. SPARK
D200. FURY CUTTER
D300. STEEL WING
D400. MEAN LOOK
D500. ATTRACT
D600. SLEEP TALK
D700. HEAL BELL
D800. RETURN
D900. PRESENT
DA00. FRUSTRATION
DB00. SAFEGUARD
DC00. PAIN SPLIT
DD00. SACRED FIRE
DE00. MAGNITUDE
DF00. DYNAMICPUNCH
E000. MEGAHORN
E100. DRAGONBREATH
E200. BATON PASS
E300. ENCORE
E400. PURSUIT
E500. RAPID SPIN
E600. SWEET SCENT
E700. IRON TAIL
E800. METAL CLAW
E900. VITAL THROW
EA00. MORNING SUN
EB00. SYNTHESIS
EC00. MOONLIGHT
ED00. HIDDEN POWER
EE00. CROSS CHOP
EF00. TWISTER
F000. RAIN DANCE
F100. SUNNY DAY
F200. CRUNCH
F300. MIRROR COAT
F400. PSYCH UP
F500. EXTREMESPEED
F600. ANCIENTPOWER
F700. SHADOW BALL
F800. FUTURE SIGHT
F900. ROCK SMASH
FA00. WHIRLPOOL
FB00. BEAT UP
FC00. FAKE OUT
FD00. UPROAR
FE00. STOCKPILE
FF00. SPIT UP
0001. SWALLOW
0101. HEAT WAVE
0201. HAIL
0301. TORMENT
0401. FLATTER
0501. WILL-O-WISP
0601. MEMENTO
0701. FACADE
0801. FOCUS PUNCH
0901. SMELLINGSALT
0A01. FOLLOW ME
0B01. NATURE POWER
0C01. CHARGE
0D01. TAUNT
0E01. HELPING HAND
0F01. TRICK
1001. ROLE PLAY
1101. WISH
1201. ASSIST
1301. INGRAIN
1401. SUPERPOWER
1501. MAGIC COAT
1601. RECYCLE
1701. REVENGE
1801. BRICK BREAK
1901. YAWN
1A01. KNOCK OFF
1B01. ENDEAVOR
1C01. ERUPTION
1D01. SKILL SWAP
1E01. IMPRISON
1F01. REFRESH
2001. GRUDGE
2101. SNATCH
2201. SECRET POWER
2301. DIVE
2401. ARM THRUST
2501. CAMOUFLAGE
2601. TAIL GLOW
2701. LUSTER PURGE
2801. MIST BALL
2901. FEATHERDANCE
2A01. TEETER DANCE
2B01. BLAZE KICK
2C01. MUD SPORT
2D01. ICE BALL
2E01. NEEDLE ARM
2F01. SLACK OFF
3001. HYPER VOICE
3101. POISON FANG
3201. CRUSH CLAW
3301. BLAST BURN
3401. HYDRO CANNON
3501. METEOR MASH
3601. ASTONISH
3701. WEATHER BALL
3801. AROMATHERAPY
3901. FAKE TEARS
3A01. AIR CUTTER
3B01. OVERHEAT
3C01. ODOR SLEUTH
3D01. ROCK TOMB
3E01. SILVER WIND
3F01. METAL SOUND
4001. GRASSWHISTLE
4101. TICKLE
4201. COSMIC POWER
4301. WATER SPOUT
4401. SIGNAL BEAM
4501. SHADOW PUNCH
4601. EXTRASENSORY
4701. SKY UPPERCUT
4801. SAND TOMB
4901. SHEER COLD
4A01. MUDDY WATER
4B01. BULLET SEED
4C01. AERIAL ACE
4D01. ICICLE SPEAR
4E01. IRON DEFENSE
4F01. BLOCK
5001. HOWL
5101. DRAGON CLAW
5201. FRENZY PLANT
5301. BULK UP
5401. BOUNCE
5501. MUD SHOT
5601. POISON TAIL
5701. COVET
5801. VOLT TACKLE
5901. MAGICAL LEAF
5A01. WATER SPORT
5B01. CALM MIND
5C01. LEAF BLADE
5D01. DRAGON DANCE
5E01. ROCK BLAST
5F01. SHOCK WAVE
6001. WATER PULSE
6101. DOOM DESIRE
6201. PSYCHO BOOST

Next, we need to find the moves taught by TMs in your version. I'll start from TM06 in FR.

TM06-Toxic, in the list is 5C00
TM07-Hail, in the list is 0201
TM08-Bulk Up, in the list is 5301
TM09-Bullet Seed, in the list is 4B01

That's enough info to get started, so now we want to find the string 5C00020153014B01, so go to the search option in your hex-editor and do an "hex search" for that string...

http://img501.imageshack.us/img501/7834/tutocreartms1fc7.png
Fig1. I'm looking for the string using Thingy

Allright, we found the string. If we look to the left of where we are pointing at, we have the rest of the TMs corresponding to TM05, 04, etc. So I'll go where it says 0801 and replace it with 0100 (because in this example, we will create the "Pound" TM)

http://img170.imageshack.us/img170/9091/tutocreartms2si7.png
Fig2. I replaced the 0801 for 0100
http://img262.imageshack.us/img262/4083/tutocreartms3cg8.png
Fig3. And now the result is... Focus Punch... Huh?

Oh man... We failed, but don't worry, it just means that the table we found wasn't the one we wanted to modify, so once again fix the 0100 for the 0801 (to leave things as they were), and let's try a new hex-search for the string 5C00020153014B01

http://img504.imageshack.us/img504/8291/tutocreartms4dh6.png
Fig4. Second search, we get another offset.

So, the table was somewhere else, so let's try again changing the 0801 (at offset 45A80C) for 0100, and let's see the results this time...

http://img501.imageshack.us/img501/4809/tutocreartms5nn5.png
Fig5. Wow, Pound has just become a TM! But... The description is not good... Oh, well, we'll fix that later with a text editor.
http://img150.imageshack.us/img150/9360/tutocreartms6ib2.png
Fig6. I'll teach my Dusclops the TM Pound... Yeah... Sure...
http://img501.imageshack.us/img501/9128/tutocreartms7mz4.png
Fig7. And there it is... Dusclops + Pound!

That was easy, wasn't it? Now, you just need to replace the 50TMs for the moves you want (you have the list, so it all depends on what you want to teach). By the way, you can even modify the HMs, so probably that may give you ideas for your games (the HMs can be found right after the 50 TMs)

But, since teaching Pound to Dusclops doesn't sound too logic, the next part requires using a program to "re-educate" the pokes so they know which TMs they can learn and which they cannot. So my recommended program would be (unless you know to deal with hex) Pokemon Amplifier, so search for that program around the web.

Basically, it looks like this:

http://img508.imageshack.us/img508/4999/tutocreartms8eo3.png
Fig8. This is Pokemon Amplifier, you can see the important stuff, like the Poke No. and the TM list, so all you'd need to do is select the TMs to be able to learn by the poke, and de-select the moves you don't want. I recommend you getting a newer version of Amplifier which has the pics of the pokes, which will make things faster and easier.

Once you selected the moves, just Save the info into the rom, and change to the next poke and so on. This means this is the heaviest part, because it's basically a hard and repeatitive part.

Well, the final part is changing the TM description, but that basically is just editing the description with a text editor, such as Advance Text. I don't know if there is need for a guide about that, we'll see...

And that's all, I hope it wasn't too hard to understand!

mackoo
May 10th, 2007, 11:39 AM
Ok, maybe i'm not n00b at hacking, but i'm not advanced too :-P

So i made Tilescreen for my hack (it's not posted in any thread here-only on polish forums), it wasn't bad

But, when i saw the

TILESCREEN of Pokemon Johto Histories (this new with Dialga)
I just said OMG !!

How is it possible to make thatt cind of tilescreen in Pokemon:Ruby ??

Is it palletes or something? Or some new image-please write some tutorial for me how to ake that tilescreen, or give me an image that will have that colours...

jonicito
May 10th, 2007, 03:29 PM
I tried to change pallette with hex editor but it too hard. I recommand to myself is snespal because it easeier than a hex editor. It perfect to change tm.

P.s. I like your trading pokemon editing picture.

martauros
May 15th, 2007, 06:43 AM
Aan anyone tell me where I can download Thingy 32?

Thanx

Django0
May 19th, 2007, 10:45 PM
where can you download pokemon amplifier?

ash2000
May 20th, 2007, 12:46 AM
Aan anyone tell me where I can download Thingy 32?

Thanx

Thingy v32 can be downloaded atWhack A Hack (http://wah.studiopokemon.com/index.php?go=herramientas/herramientas.php)

where can you download pokemon amplifier?


Pokemon Amplifier 2006 can be download at RHTools (http://rhtools.scizz.com/index.php?dir=RSE/&file=iAmp_2006-Ae_1.2.0.0.exe)

You could the toolbox.

Always and Never
May 20th, 2007, 11:44 AM
If you could, it would be a great idea to make a tutorial on changing the world map. I hear people whining about it all the time [yes,even me!]

So just a suggestion.

Wuggles
May 27th, 2007, 10:38 AM
If you could, it would be a great idea to make a tutorial on changing the world map. I hear people whining about it all the time [yes,even me!]

So just a suggestion.

Oh, that would be wonderful ^^

Scorched
May 27th, 2007, 05:20 PM
Could you edit the Big Sprites at the Oak Intro useing tile molester? Because The black and white colour thing is really hard but I was able to use tile tolester fairly easy. If you can could someone tell me the offset?

martauros
June 15th, 2007, 07:30 AM
I think that u can make a script tutorial. Anyway where is this kind of tutorial?

jonicito
June 15th, 2007, 08:34 AM
I think that u can make a script tutorial. Anyway where is this kind of tutorial?

the same thing I was thinking because I'm not good with scripts but good with text.

Wuggles
June 15th, 2007, 10:21 AM
He said he don't think it's necessary to post a script tutorial because Irish Witch and Christos already made one..

but I think it will be very helpfull for many people to make a change worldmap tutorial ^^
but thats Zel's choise

pokemon1.0
June 17th, 2007, 09:33 AM
rite...im new at this...i jus dwnloaded tile molester but i duno how to start it, there aint no .exe file or nething theres jus a lot of files but i duno which 1 to click on... cud sum1 plz help?

D-Trogh
June 17th, 2007, 09:45 AM
rite...im new at this...i jus dwnloaded tile molester but i duno how to start it, there aint no .exe file or nething theres jus a lot of files but i duno which 1 to click on... cud sum1 plz help?You need to click the 'tm.jar'-file..

zel 2.0
June 18th, 2007, 09:23 AM
If you could, it would be a great idea to make a tutorial on changing the world map. I hear people whining about it all the time [yes,even me!]

So just a suggestion.

Well, I can't make tutorials on something that I still haven't learned. I remember Cyclone has some small tutorial that works if you use R/S/E.

Could you edit the Big Sprites at the Oak Intro useing tile molester? Because The black and white colour thing is really hard but I was able to use tile tolester fairly easy. If you can could someone tell me the offset?

Well, I searched but I didn't seem to find it (or perhaps I just overlooked at it). Still, I don't think the B&W method is THAT hard, you just need some practice and trial/error.

I think that u can make a script tutorial. Anyway where is this kind of tutorial?

There are tutorials that cover the basics of scripting. If there is a need for a little more complicated script, then I'd try to write one. But for now, there is no such need.

rite...im new at this...i jus dwnloaded tile molester but i duno how to start it, there aint no .exe file or nething theres jus a lot of files but i duno which 1 to click on... cud sum1 plz help?

And, don't forget you need Java installed for the tm.jar to work.

once in a blue mew
June 20th, 2007, 11:46 AM
Hm... all the Tuts are really good, I think me and my friend may use the steps to make our game... But there is one thing I have a problem with, do you have a Tutorial for how to make over world sprites, or edit the ones in-game?

Hedgehogger
June 20th, 2007, 11:58 AM
Hm... all the Tuts are really good, I think me and my friend may use the steps to make our game... But there is one thing I have a problem with, do you have a Tutorial for how to make over world sprites, or edit the ones in-game?

That's real easy; just download OverWorld Editor English from the Toolbox thread; the tool itself is pretty easy to use. Just open a rom, and use the Import/Export button to put in new sprites or save originals to a file to edit them.

once in a blue mew
June 20th, 2007, 03:19 PM
That's real easy; just download OverWorld Editor English from the Toolbox thread; the tool itself is pretty easy to use. Just open a rom, and use the Import/Export button to put in new sprites or save originals to a file to edit them.

Thank you then. Do you know how to make scratch sprites? Or is it just erase and then make?

Ultima Super
June 20th, 2007, 06:37 PM
okay my question is why does it have to be 256 color does that change anything? can it be 16color because this happended

jack276
June 21st, 2007, 01:50 PM
zel could you post a short tutorial on how to stop replace the oak event at the begining, the one where he takes you to his lab after?

Wuggles
June 21st, 2007, 11:02 PM
Zel, if I make a sprite(for big sprites at the intro) and then replace it for the original one, the grey colors 'merge' to just 2 or 3 grey colors..

do you know whats wrong?

magnetflygon
July 9th, 2007, 08:20 AM
okay my question is why does it have to be 256 color does that change anything? can it be 16color because this happended

Make sure that the background colour is the one that counts as white for that pallette.

kamikaze watermelon
July 10th, 2007, 05:53 PM
is there a way to change hms? because in my hack i'm gonna incorporate a new hm. thanks!:D

zel 2.0
July 10th, 2007, 07:46 PM
zel could you post a short tutorial on how to stop replace the oak event at the begining, the one where he takes you to his lab after?

If all you want is deleting that event, you could use Advance Map and move the Script Events somewhere where the player cannot reach. Editing currently existing scripts is not easy, and it usually gives a lot of problems. So if if you want to do a different event, you'll have to learn to script, and there are a few tutorials for that.

Zel, if I make a sprite(for big sprites at the intro) and then replace it for the original one, the grey colors 'merge' to just 2 or 3 grey colors..

do you know whats wrong?

Well, first don't forget that, on B&W mode all the colours seem to be the same. The only way is to check on your images editor (mine is Paint Shop Pro) the values, and you'll notice they are not all the same.

okay my question is why does it have to be 256 color does that change anything? can it be 16color because this happended

For the trainers you should use the same procedure as in the "how to change pokemon sprites"

is there a way to change hms? because in my hack i'm gonna incorporate a new hm. thanks!:D

It is the same way as with TMs, the HMs are just after the TMs when you are hex-editing.

kamikaze watermelon
July 10th, 2007, 09:24 PM
ok, i did all that, but i don't know how to edit the code![/noobishness]

<~F.M.P~>
July 14th, 2007, 03:29 AM
theres an easier way to hack the big hero sprites i'll make a tutorial and post a good tool that will help u accomplish this easily...as soon as i figure out how to start a thread. The tut will show how to get the colors u want and how to make ur big pics in fire red by the way i look for the pallette for the back pic of the male hero in hex workshop but cant seem to find it it says it cant find the string.

alureon
July 19th, 2007, 04:19 PM
The other forum closed so the only way for me to post is this one. Um Pokemon shinygold tutorial is great it is intresting to see how you can edit to create useful games and other cool stuff.
My question in particular involves the game. Pirates are bad it is never a good idea to buy these fake games. I wanted to because I wanted to play your game on the GBA or the DS. I looked on the internet and it said a post saying for those that buy the game off of those pirates they get jiped badly. I did not do it. I read on a post that for those that buy it ends at the 4th badge. I never want to buy it, it was your work you deserve credit not those pirate jurks.

The problem is yo that you are not done with the game just up to the Kanto region and If you do finish I hope that there is an option that says download here to a blank gba cartiage cause I would love to play this game on a DS even if it is in GBA format. I cant play things on the comp much. Then the cool thing is when you have those patches you connect the gba or ds to the internet download the file and put it into your game. This way you get the legit fake version and not the fake pirated version. The only problem with this is that by doing this people might download the code and then sell it which makes me sad cause people are jurks and ripoffs. You are not you created the Johto region excellently and I knew it was fake but it was real to me because you put hard work into this just like any actual programer its those pirate people that I dont like.

If there is a way to get the download onto the ds in gba format that would be awesome I can play in my room have all 16 badges and be like yea this is a great game. It is complex but you know complexitys more than me.

alureon
July 20th, 2007, 09:37 AM
Have to type this again since it timed out and somebody talked to me and forgot to backup this info into Microsoft Word in case it was deleated. I found a way to make the emulation go to the GBA on a DS or GBA/SP. USB 2.0 Cable connectes to the GBA or DS. With that ima get a 256 M GBA Flash Card Drive to put the game onto the DS. I only want to use it for my play puroses only since its annoying to play this on the comp.

The thing is I donwloaded the game from 4shared which had the rom.Do updates happen there cause if they do I can redownload the game onto the GBA from there when beta 5 is out and problem solved.

Or will I have to place the attchment for bug fixes/new beta from your Shinygold tread onto the Shinygold rom. Cause if I have to put the bug fixes/beta 5 as a seperate file to attach it to the rom onto the comp how will I attach it to the original game on the comp or onto the cartiadge so that on the Flash Card it plays it as 1 game and not 2 or so at least I got the update.
Cause with every download onto the Flash drive it counts as a different game thats why you can have 2 games on one flash cartidge. I hope that if I do this it will not be the update as a seperate file from the game when on the GBA cartidge which is why I made the anyology of 1 game or 2 games on the cartidge. 1 being shinygold and the other being the update that could not get attached.

If the option is Paragraph 2 then im lucky its easy. But if I have to do Paragraph 3 I dont know how to make it work. I hope that there is any sudgestion you can make or maybe you tested this yourself since you tested the tradeability with ShinyGold onto FireRed. I at least hope for that I can get the update already attached to the game as in Paragrah 2 cause if thats the case problem solved but I just dont know how this works since I never tried this before.

elfin123
July 20th, 2007, 09:44 AM
thanks for the tuatorials they helped me out alot.

daniofchaos
July 22nd, 2007, 08:50 AM
Hi everyone! I'm starting this thread that will contain all my self-made guides I write while I'm hacking (usually for guiding myself at first, but perhaps some can be of any use to you)
Oh, and I also didn't want to start a thread for a every little thing, so I'm concentrating all the info in this thread. Don't worry, you know me, so I'll keep updating my first post. I'll use an index, so if I post a new guide I'll add a link to the post in the index.

By the way, if you would like to make suggestions for some other tutorial I could write, then go ahead, as long as: I have some time, I feel inspired and there's no other tutorial for that already.
Ah... Don't confuse this thread with the Simple Questions thread, only suggestions, questions related to the stuff I wrote, or fixes are accepted ;)

Also, mods have my permission to lock this thread if it starts to get spammy. Neither Scizz or I like to see spammy threads. After all, if it gets locked, as soon as I have a new guide to write I'll reopen it.

OK... Now let's get started...!

The Index

Changing Graphics

:pokeball: Changing the Big Sprites at the Oak Intro (This Post!)
:pokeball: Changing the Battle Backsprites (This Post!)
:pokeball: Changing the Palettes of Anything Post #19 (http://pkmncommunity.com/showpost.php?p=2473860&postcount=19)

Scripting

As of now, I don't see a need for a guide... Christos and Irish Witch already are covering that quite well.

Hex-Editing

:pokeball: Trading Pokes (This Post!)
:pokeball: Changing the TMs Post #19 (http://pkmncommunity.com/showpost.php?p=2473860&postcount=19)

Other?

Hmmm... If it doesn't go with any other, it just goes to "Others". But, so far, I don't see anything relevant.

____________________________________________

Changing Graphics - Changing the Big Sprites at the Oak Intro

OK, First thing, make a backup of your rom...

After that, we open the UNLZ-GBA (included in the EliteMap package), and we open the rom. Now we need to find the sprites we want to modify (for this guide, the "big" sprites of the heroes, rival and Oak). However, we also need to select the option "256 Color Mode". Basically, in FR, the graphics are located at 339: Heroine, 340: Hero, 341: Oak, 342: Rival (But, keep in mind that they may not be exactly there, they may be close, so don't forget about the "Next" and "Previous" buttons to find them. They should be close to those values)

Once we find it, we should also select the option "Use Black/White" and work with the Black and White tones, but you could stick with one of the palettes UNLZ-GBA has. But if you want to skip some indexing problems, I suggest you using the B&W option.

http://img86.imageshack.us/img86/3660/tutocambiarspriteintro1if8.png
Fig1. We found our sprite, don't forget to select the "256 Color Mode", and if you want, the "Use Black/White" option

Once we have a palette, or the B&W option, we hit "Save as...", and now we need our friendly Images Editor. I use Paint Shop Pro, but you can use whatever. For now, close the UNLZ-GBA, we will go back in a while.

Now we open the recently saved image, and we also open the rom in the emulator. That way we will determine the color equivalencies. It may be a little hard working on the B&W, so pay close attention to the values that your images editor say. Once we have learned the color equivalencies, we have to modify our image to be inserted in a way that it uses the B&W colors, but once it is inserted, the image will have the colors used in the emu.

With a little patience and practice, you will be able to modify your images colors. Once we finish, just copy the image, and paste it over the image we saved from UNLZ-GBA. Make sure the colors remain unchanged. Now we will save this image (bmp is preferred)

http://img83.imageshack.us/img83/4541/tutocambiarspriteintro2yq1.png
Fig2. Learning the color equivalencies
http://img137.imageshack.us/img137/3661/tutocambiarspriteintro3vh4.png
Fig3. Changing my sprite to respect the B&W palette, but knowing that once inserted, the image will have the colors I want

It's time to go back to UNLZ-GBA, we need to research for our sprite to be overwritten (once again, with the 256 Color Mode, and if we used it, the B&W option), this time we hit "Import", and we change the format to "all files", so we will be able to find our bmp. Our image should replace the old one. All we have to do is to select "Write to Rom", and it's preferred to avoid touching any other option in the next window, hit OK, and hope your image is not "too big" to be inserted.

http://img132.imageshack.us/img132/3743/tutocambiarspriteintro4wb8.png
Fig4. Your image inserted in UNLZ-GBA, just hit "Write to Rom"
http://img141.imageshack.us/img141/6600/tutocambiarspriteintro5mk9.png
Fig5. Just hit OK without changing anything, but... it may fail...

In case it fails...

We will need to open an hex-editor, and we will have to search for free space (a place with A LOT of "FF"), the hex-editor should say somewhere an address (offset), which is an Hex-Value, where free space begins. So let's go back to the UNLZ, and we unselect the "Auto Abort" option, and we write that Hex-Value in the Image Offset, then we hit OK, and the image will get inserted without any kind of problems (OF COURSE, IF YOU ARE NOT CONSCIOUS OF WHAT YOU ARE DOING WHEN DEALING WITH OFFSETS, YOU MAY BREAK YOUR ROM, SO BE EXTREMELY CAREFUL!)
And that's the last step, hopefully you will not need this extra last step.

All we have to do is seeing the results. Of course, results can be improved with Palette Changes, and a lot of practice. There's a lot of people that do this sprite changing stuff better than me... :P

http://img219.imageshack.us/img219/5895/tutocambiarspriteintro6wz2.png
Fig6. The results!

____________________________________________

Changing Graphics - Changing the Battle Backsprites

OK, even though some of you may use TLP to do this, I feel more comfortable with Tile Molester (however, I also have all that Java stuff involved, if you want to follow this guide, you'll have to figure out how to install the Java stuff. Anyway, I'll try to update the guide if it's needed)

First thing, as always, is to make a backup of your rom.

Now, let's open Tile Molester (the file tm.jar), and then we go to File->Open. We search for our rom to be modified, and after that the content of the rom shows up, along with all the options of Tile Molester.

http://img220.imageshack.us/img220/4853/tutocambiarbacks1bc9.png
Fig1. Tile Molester with a rom loaded

Now, we need to know what we want to modify. Once we know it, all we have to do is finding the location (the offset) of the sprites we want to modify. Since the guide (that works for FR, but with the correct offsets also would work for the other versions) only is dedicated to change the battle backpicks of the heroes, we only need that info. Anyway, the offset we are looking for is: E69F00 (Fire Red). With this info, all you have to do is go to Navigate->Goto, and we write that offset, making sure that "Hex" is selected.

http://img224.imageshack.us/img224/3134/tutocambiarbacks2dh5.png
Fig2. Go to E69F00, we find our trainer, but wtf happened to him?

Once we are in E69F00, we will notice the graphics a little messed up, first step to fix them is go to View->Blocksize->Custom, and writing an 8 in both Columns and Rows. After that, it's convenient to choose View->Blockgrid, so we can align the graphics (see Fig3). Finally, all we have to do is use the "divide", "plus", "less" and "big" (sorry if I made an English mistake) buttons to align it better (see Fig4)

http://img207.imageshack.us/img207/6038/tutocambiarbacks3du2.png
Fig3. Better, but you need to use those 4 buttons to make it even better
http://img95.imageshack.us/img95/5169/tutocambiarbacks4fq3.png
Fig4. Now that's perfect, ain't it?

Whenever you want to go up or down, I suggest you using the arrows in your keyboard (you may need to press the arrows a few times so that the images align in the grids again)

The next step is working with the palettes Tile Molester already has loaded, what we need to do is learning the color equivalence between the palettes in the emu, and the palettes in Tile Molester (open the rom in your emu, and start comparing, as in Fig5). Once we learned the equivalencies, we need to take the image (loaded in an Images Editor, such as Paint) we want to insert, and modify its colors so that it uses the colors in the Palette in Tile Molester, but when we play it on the emulator it would have the colors we want it to have (this is the hard part of it, so patience and practice) Just remember one thing... The Canvas size set it to 64x64 pixels!

http://img207.imageshack.us/img207/9462/tutocambiarbacks5ml7.png
Fig5. Comparing an learning the color equivalencies
http://img89.imageshack.us/img89/7465/tutocambiarbacks6br3.png
Fig6. The graphics are ready to be inserted, and they respect the colors in Tile Molester, so when I insert them, they will look as I want in the emu

The images look a bit creepy, don't they? Anyway, we just save every image as a png or bmp file, and we go back to Tile Molester, then we go to Edit->PasteFrom and we choose one of our modified images, then we just move it over the back we want to overwrite (right click after doing so)

http://img135.imageshack.us/img135/1506/tutocambiarbacks7ya1.png
Fig7. The inserted image overwriting the old back

And that concludes this tutorial... Of course, if we combine it with palette changing tutorials, the results can be improved a lot... You'd just need to find the sprite's palette, but... That's not something to be covered by this tutorial, so go look for it yourself... XD

http://img137.imageshack.us/img137/9003/tutocambiarbacks8en3.png
Fig8. The final result!

____________________________________________

Hex Editing - Trading Pokes

First you need to hex-search for the name of the poke we receive in the trade originally (for example, in FR, we receive a "MIMIEN")

http://img224.imageshack.us/img224/3013/tutotradehex1lo7.png
Fig1. Searching for MIMIEN with Thingy

Once you find it, we will notice the name followed by "FF" and then a bunch of "00" (which means free space for the name). Now you can change the name of the poke we'll receive with hex, as long as you respect that the name must still be finished with the "FF" (and at least make sure to leave a "00" as well, just in case)
After that free space comes inmediately XXXX, which should be the value of the ID of the poke we will get (as always it's swapped hex, so Bulbasaur which is 0001 becomes 0100) So just find the ID of the new poke, change it to hex (with Windows Calculator on Scientific Mode), and then swap it as I did in my example.
Next is seeing where the next recognizable name starts (in my MIMIEN case, there's a "REYLEY" close to it), that name is the name of the trainer, so to change it, you must do exactly the same as when you changed the poke's name.
After the trainer's name, and free space comes a "0A" (which most likely will be other thing), and after that comes another XXXX, which is the ID of the poke the trainer wants, once again it's swapped-hex, so do it the same way as before to change it.

And, you can even modify the hold item of the poke we'll receive (don't start putting Master Balls! ), to modify it just: look at the trainer's name again, then start going backwards, and we'll see either a "00" or "FF", and right after it (still going backwards), you'll find another XXXX, which is the ID of the Hold Item (and as you can imagine, it's swapped-hex, so you know how to modify it)

http://img224.imageshack.us/img224/7379/tutotradehex2gl4.png
Fig2. All the info is close to MIMIEN. 1= MIMIEN, 2= Free Space as FF and then a bunch of 00, 3= Poke we will get in swapped hex, 4= MIMIEN's owner name, 5= Free Space again, 6= Poke we must have in swapped hex, 7= The hold item, to the left of the owner's name

zell I need your help once again so here it goes:
1- when I use UNLZ-GBA when im going to change the hero making import it says image not indexed. Can you help me?

2-Can you tell me which hex editor you use?

needhexcodehacs
July 22nd, 2007, 10:57 PM
hey zel i wanted to ask sumthing in shiny gold thread but it got closed and how come your not taking private messages??

anyway can u PM me caus i really want to ask you sumthing

trevor813
July 23rd, 2007, 12:10 PM
sorry zel about ur thread being dead and all but can u explain how to insert pokemon diamond hero sprites in pokemon fire red game?

BurstX
July 24th, 2007, 08:01 AM
thanks zel thisis helping a lot

dido
July 24th, 2007, 10:06 AM
when i change the big boy firered hero sprite this happens. I did it in 256 colour mode and B&W by the way.

<~F.M.P~>
July 24th, 2007, 03:46 PM
when i change the big boy firered hero sprite this happens. I did it in 256 colour mode and B&W by the way.

U must have altered the palatte for him some how. Give me the original picture of him and i'll fix the palatte for u if u'd like. And i mean the one u made not the messed up one in the game.

Black Lugia
July 25th, 2007, 03:26 PM
ur turtorials are waaaay to advance for beginners...

dido
July 26th, 2007, 08:37 AM
Nvm i got it anyways. thanks anyways

Jirachi3
July 26th, 2007, 08:40 AM
ur turtorials are waaaay to advance for beginners...

I got how to do it just fine, and i just started yesterday. Also, thanks for the tutorial zel :D

THE HACK ATTACK
July 26th, 2007, 09:04 AM
Does anyone know why Ulnz.gba wont work on Win98 and if you have the .dll file send it to me!!!!!please?:(

Darkrai64
July 28th, 2007, 03:30 PM
I searched through every picture, and all I find is very weird pictures. Someone help me!

shadowboy166
July 29th, 2007, 11:29 AM
ur turtorials are waaaay to advance for beginners...
I agree but he hasnt been online for like forever :(

I found it realy easy. I meen at first i made a mistake but my next try i got it perfect!

trevor813
July 29th, 2007, 01:00 PM
if u say so =/ but i still dont get it

Konekodemon
August 4th, 2007, 03:04 PM
for a remake of yallow what do i need to make Pikachu follow me around and have the reactions that it had on GBC Yellow, expect I wanna make Thunder Yellow using the FireRed version

shadowboy166
August 5th, 2007, 06:47 AM
Hey Zel.
For some reason Hex editor wont pick up my values for the battle sprite palette.
I noticed that in shiny gold beta4 you palette edited your battle sprite a bit.
So can you help me because i seem to be able to palette edit everything but the battle sprite!

pokenaruto
August 6th, 2007, 07:46 AM
how do I Change the Intro-where it says press start

BlackRainbow*
August 6th, 2007, 07:53 AM
how do I Change the Intro-where it says press start

In fire red? or any onther pokemon game. If in R/S/E i can't remamber the offset. In Fire red is 2006 in unLZ

pokenaruto
August 6th, 2007, 08:51 AM
and i wish Someone Would tell me Somthing on how to do it?

BlackRainbow*
August 6th, 2007, 09:43 AM
and i wish Someone Would tell me Somthing on how to do it?

Just export it from unlz and edit it import it back to unlz and it will work

shadowboy166
August 7th, 2007, 01:36 AM
Hey Zel.
For some reason Hex editor wont pick up my values for the battle sprite palette.
I noticed that in shiny gold beta4 you palette edited your battle sprite a bit.
So can you help me because i seem to be able to palette edit everything but the battle sprite!

I am talking about when you throw the pokeball just so you know

thethethethe
August 8th, 2007, 03:32 AM
First of all, as far as I know, people don't have to answer any question asked, people answer questions because only if they want to help. Second, I think your asking this in the wrong thread. There is nothing to do with your question in this tutorial. Finally, have you ever thought that, maybe, people don't know the answer to your question.

Konekodemon
August 9th, 2007, 01:57 PM
all i asked was where do i find those tools on the list that i need, and if no one knows the answer, someone could just post,'I don't know.' don't act like i didn't even make a post at all

zel 2.0
August 9th, 2007, 08:40 PM
Well, I think I'll ask for this thread to get closed, at least till I find something else to add a tutorial for. But, anyway, I'll try to answer some of the posts.

zell I need your help once again so here it goes:
1- when I use UNLZ-GBA when im going to change the hero making import it says image not indexed. Can you help me?

2-Can you tell me which hex editor you use?

You can index images with something called InfraView, I think. Probably the images editor you used did something to your edited picture and then UNLZ didn't understand it (as the tutorial says, I used Paint Shop Pro and didn't have any problems)

The hex editor I use is called Thingy (and I have a second hex-editor called Hex Workshop, which is a bit more friendly, but it's a trial version)

sorry zel about ur thread being dead and all but can u explain how to insert pokemon diamond hero sprites in pokemon fire red game?

Most likely they must be resized because D/P use bigger sprites than FR (an images editor will be needed then) For the rest, I think there's a guide for inserting Pokémon (you may also want to check the spanish guides at www.wah.studiopokemon.com)

Do u know how to edit the palattes for the firered sprites?

I think Hackmew keeps improving his Advanced Palette Editor, so you should consider that tool for your palette changing needs.

Hey Zel do you have a list of the items and their hex codes for Fire Red? Eg Oak's Parcel is 0x???. Thanks.

'Automajickally generated!

#define ITEM_MASTERBALL 0x1
#define ITEM_ULTRABALL 0x2
#define ITEM_GREATBALL 0x3
#define ITEM_POKEBALL 0x4
#define ITEM_SAFARIBALL 0x5
#define ITEM_NETBALL 0x6
#define ITEM_DIVEBALL 0x7
#define ITEM_NESTBALL 0x8
#define ITEM_REPEATBALL 0x9

#define ITEM_TIMERBALL 0xA
#define ITEM_LUXURYBALL 0xB
#define ITEM_PREMIERBALL 0xC
#define ITEM_POTION 0xD
#define ITEM_ANTIDOTE 0xE
#define ITEM_BURNHEAL 0xF
#define ITEM_ICEHEAL 0x10
#define ITEM_AWAKENING 0x11
#define ITEM_PARLYZHEAL 0x12

#define ITEM_FULLRESTORE 0x13
#define ITEM_MAXPOTION 0x14
#define ITEM_HYPERPOTION 0x15
#define ITEM_SUPERPOTION 0x16
#define ITEM_FULLHEAL 0x17
#define ITEM_REVIVE 0x18
#define ITEM_MAXREVIVE 0x19
#define ITEM_FRESHWATER 0x1A
#define ITEM_SODAPOP 0x1B

#define ITEM_LEMONADE 0x1C
#define ITEM_MOOMOOMILK 0x1D
#define ITEM_ENERGYPOWDER 0x1E
#define ITEM_ENERGYROOT 0x1F
#define ITEM_HEALPOWDER 0x20
#define ITEM_REVIVALHERB 0x21
#define ITEM_ETHER 0x22
#define ITEM_MAXETHER 0x23
#define ITEM_ELIXIR 0x24

#define ITEM_MAXELIXIR 0x25
#define ITEM_LAVACOOKIE 0x26
#define ITEM_BLUEFLUTE 0x27
#define ITEM_YELLOWFLUTE 0x28
#define ITEM_REDFLUTE 0x29
#define ITEM_BLACKFLUTE 0x2A
#define ITEM_WHITEFLUTE 0x2B
#define ITEM_BERRYJUICE 0x2C
#define ITEM_SACREDASH 0x2D

#define ITEM_SHOALSALT 0x2E
#define ITEM_SHOALSHELL 0x2F
#define ITEM_REDSHARD 0x30
#define ITEM_BLUESHARD 0x31
#define ITEM_YELLOWSHARD 0x32
#define ITEM_GREENSHARD 0x33
#define ITEM_HENTAIMAG 0x34
#define ITEM_NAMETAG 0x35
#define ITEM_HPUP 0x3F

#define ITEM_PROTEIN 0x40
#define ITEM_IRON 0x41
#define ITEM_CARBOS 0x42
#define ITEM_CALCIUM 0x43
#define ITEM_RARECANDY 0x44
#define ITEM_PPUP 0x45
#define ITEM_ZINC 0x46
#define ITEM_PPMAX 0x47
#define ITEM_GUARDSPEC. 0x49

#define ITEM_DIREHIT 0x4A
#define ITEM_XATTACK 0x4B
#define ITEM_XDEFEND 0x4C
#define ITEM_XSPEED 0x4D
#define ITEM_XACCURACY 0x4E
#define ITEM_XSPECIAL 0x4F
#define ITEM_POKEDOLL 0x50
#define ITEM_FLUFFYTAIL 0x51
#define ITEM_SUPERREPEL 0x53

#define ITEM_MAXREPEL 0x54
#define ITEM_ESCAPEROPE 0x55
#define ITEM_REPEL 0x56
#define ITEM_SUNSTONE 0x5D
#define ITEM_MOONSTONE 0x5E
#define ITEM_FIRESTONE 0x5F
#define ITEM_THUNDERSTONE 0x60
#define ITEM_WATERSTONE 0x61
#define ITEM_LEAFSTONE 0x62

#define ITEM_TINYMUSHROOM 0x67
#define ITEM_BIGMUSHROOM 0x68
#define ITEM_PEARL 0x6A
#define ITEM_BIGPEARL 0x6B
#define ITEM_STARDUST 0x6C
#define ITEM_STARPIECE 0x6D
#define ITEM_NUGGET 0x6E
#define ITEM_HEARTSCALE 0x6F
#define ITEM_ORANGEMAIL 0x79

#define ITEM_HARBORMAIL 0x7A
#define ITEM_GLITTERMAIL 0x7B
#define ITEM_MECHMAIL 0x7C
#define ITEM_WOODMAIL 0x7D
#define ITEM_WAVEMAIL 0x7E
#define ITEM_BEADMAIL 0x7F
#define ITEM_SHADOWMAIL 0x80
#define ITEM_TROPICMAIL 0x81
#define ITEM_DREAMMAIL 0x82

#define ITEM_FABMAIL 0x83
#define ITEM_RETROMAIL 0x84
#define ITEM_CHERRY 0x85
#define ITEM_CHESTNUT 0x86
#define ITEM_PEACH 0x87
#define ITEM_RAWSTBERRY 0x88
#define ITEM_ASPEARBERRY 0x89
#define ITEM_LEPPABERRY 0x8A
#define ITEM_ORANGE 0x8B

#define ITEM_PERSIMMON 0x8C
#define ITEM_LUMBERRY 0x8D
#define ITEM_CITRUS 0x8E
#define ITEM_FIGYBERRY 0x8F
#define ITEM_KIWI 0x90
#define ITEM_MANGO 0x91
#define ITEM_AGUAVBERRY 0x92
#define ITEM_PAPAYA 0x93
#define ITEM_RAZZBERRY 0x94

#define ITEM_BLUKBERRY 0x95
#define ITEM_BANANA 0x96
#define ITEM_WEPEARBERRY 0x97
#define ITEM_PINEAPPLE 0x98
#define ITEM_POMEGRANITE 0x99
#define ITEM_KELPSYBERRY 0x9A
#define ITEM_QUALOTBERRY 0x9B
#define ITEM_HONEYDEW 0x9C
#define ITEM_GRAPE 0x9D

#define ITEM_TOMATO 0x9E
#define ITEM_CORNNBERRY 0x9F
#define ITEM_MAGOSTBERRY 0xA0
#define ITEM_RABUTABERRY 0xA1
#define ITEM_LEMON 0xA2
#define ITEM_SPELONBERRY 0xA3
#define ITEM_PAMTREBERRY 0xA4
#define ITEM_WATERMELON 0xA5
#define ITEM_DURINBERRY 0xA6

#define ITEM_BELUEBERRY 0xA7
#define ITEM_LICHEE 0xA8
#define ITEM_GANLONBERRY 0xA9
#define ITEM_SALACBERRY 0xAA
#define ITEM_PETAYABERRY 0xAB
#define ITEM_APRICOT 0xAC
#define ITEM_LANSATBERRY 0xAD
#define ITEM_STARFBERRY 0xAE
#define ITEM_ENIGMABERRY 0xAF

#define ITEM_BRIGHTPOWDER 0xB3
#define ITEM_WHITEHERB 0xB4
#define ITEM_MACHOBRACE 0xB5
#define ITEM_EXP.SHARE 0xB6
#define ITEM_QUICKCLAW 0xB7
#define ITEM_SOOTHEBELL 0xB8
#define ITEM_MENTALHERB 0xB9
#define ITEM_CHOICEBAND 0xBA
#define ITEM_KINGSROCK 0xBB

#define ITEM_SILVERPOWDER 0xBC
#define ITEM_AMULETCOIN 0xBD
#define ITEM_CLEANSETAG 0xBE
#define ITEM_SOULDEW 0xBF
#define ITEM_DEEPSEATOOTH 0xC0
#define ITEM_DEEPSEASCALE 0xC1
#define ITEM_SMOKEBALL 0xC2
#define ITEM_EVERSTONE 0xC3
#define ITEM_FOCUSBAND 0xC4

#define ITEM_LUCKYEGG 0xC5
#define ITEM_SCOPELENS 0xC6
#define ITEM_METALCOAT 0xC7
#define ITEM_LEFTOVERS 0xC8
#define ITEM_DRAGONSCALE 0xC9
#define ITEM_LIGHTBALL 0xCA
#define ITEM_SOFTSAND 0xCB
#define ITEM_HARDSTONE 0xCC
#define ITEM_MIRACLESEED 0xCD

#define ITEM_BLACKGLASSES 0xCE
#define ITEM_BLACKBELT 0xCF
#define ITEM_MAGNET 0xD0
#define ITEM_MYSTICWATER 0xD1
#define ITEM_SHARPBEAK 0xD2
#define ITEM_POISONBARB 0xD3
#define ITEM_NEVERMELTICE 0xD4
#define ITEM_SPELLTAG 0xD5
#define ITEM_TWISTEDSPOON 0xD6

#define ITEM_CHARCOAL 0xD7
#define ITEM_DRAGONFANG 0xD8
#define ITEM_SILKSCARF 0xD9
#define ITEM_UPGRADE 0xDA
#define ITEM_SHELLBELL 0xDB
#define ITEM_SEAINCENSE 0xDC
#define ITEM_LAXINCENSE 0xDD
#define ITEM_LUCKYPUNCH 0xDE
#define ITEM_METALPOWDER 0xDF

#define ITEM_THICKCLUB 0xE0
#define ITEM_STICK 0xE1
#define ITEM_REDSCARF 0xFE
#define ITEM_BLUESCARF 0xFF
#define ITEM_PINKSCARF 0x100
#define ITEM_GREENSCARF 0x101
#define ITEM_YELLOWSCARF 0x102
#define ITEM_SKATEBOARD 0x103
#define ITEM_COINCASE 0x104

#define ITEM_ITEMFINDER 0x105
#define ITEM_OLDROD 0x106
#define ITEM_GOODROD 0x107
#define ITEM_SUPERROD 0x108
#define ITEM_S.S.TICKET 0x109
#define ITEM_CONTESTPASS 0x10A
#define ITEM_SQUIRTBOTTLE 0x10C
#define ITEM_AMULET 0x10D
#define ITEM_SOOTSACK 0x10E

#define ITEM_BASEMENTKEY 0x10F
#define ITEM_SKATEBOARD 0x110
#define ITEM_POROKCASE 0x111
#define ITEM_LETTER 0x112
#define ITEM_EONTICKET 0x113
#define ITEM_REDORB 0x114
#define ITEM_BLUEORB 0x115
#define ITEM_SCANNER 0x116
#define ITEM_GOGOGGLES 0x117

#define ITEM_METEORITE 0x118
#define ITEM_RM1KEY 0x119
#define ITEM_RM2KEY 0x11A
#define ITEM_RM4KEY 0x11B
#define ITEM_RM6KEY 0x11C
#define ITEM_STORAGEKEY 0x11D
#define ITEM_ROOTFOSSIL 0x11E
#define ITEM_CLAWFOSSIL 0x11F
#define ITEM_DEVONSCOPE 0x120

#define ITEM_TM01 0x121
#define ITEM_TM02 0x122
#define ITEM_TM03 0x123
#define ITEM_TM04 0x124
#define ITEM_TM05 0x125
#define ITEM_TM06 0x126
#define ITEM_TM07 0x127
#define ITEM_TM08 0x128
#define ITEM_TM09 0x129

#define ITEM_TM10 0x12A
#define ITEM_TM11 0x12B
#define ITEM_TM12 0x12C
#define ITEM_TM13 0x12D
#define ITEM_TM14 0x12E
#define ITEM_TM15 0x12F
#define ITEM_TM16 0x130
#define ITEM_TM17 0x131
#define ITEM_TM18 0x132

#define ITEM_TM19 0x133
#define ITEM_TM20 0x134
#define ITEM_TM21 0x135
#define ITEM_TM22 0x136
#define ITEM_TM23 0x137
#define ITEM_TM24 0x138
#define ITEM_TM25 0x139
#define ITEM_TM26 0x13A
#define ITEM_TM27 0x13B

#define ITEM_TM28 0x13C
#define ITEM_TM29 0x13D
#define ITEM_TM30 0x13E
#define ITEM_TM31 0x13F
#define ITEM_TM32 0x140
#define ITEM_TM33 0x141
#define ITEM_TM34 0x142
#define ITEM_TM35 0x143
#define ITEM_TM36 0x144

#define ITEM_TM37 0x145
#define ITEM_TM38 0x146
#define ITEM_TM39 0x147
#define ITEM_TM40 0x148
#define ITEM_TM41 0x149
#define ITEM_TM42 0x14A
#define ITEM_TM43 0x14B
#define ITEM_TM44 0x14C
#define ITEM_TM45 0x14D

#define ITEM_TM46 0x14E
#define ITEM_TM47 0x14F
#define ITEM_TM48 0x150
#define ITEM_TM49 0x151
#define ITEM_TM50 0x152
#define ITEM_HM01 0x153
#define ITEM_HM02 0x154
#define ITEM_HM03 0x155
#define ITEM_HM04 0x156

#define ITEM_HM05 0x157
#define ITEM_HM06 0x158
#define ITEM_HM07 0x159
#define ITEM_HM08 0x15A

#define ITEM_OAK'SPARCEL 0x15D
#define ITEM_POKEFLUTE 0x15E
#define ITEM_SECRETKEY 0x15F
#define ITEM_BIKEVOUCHER 0x160
#define ITEM_GOLDTEETH 0x161
#define ITEM_OLDAMBER 0x162
#define ITEM_CARDKEY 0x163
#define ITEM_LIFTKEY 0x164
#define ITEM_HELIXFOSSIL 0x165
#define ITEM_DOMEFOSSIL 0x166
#define ITEM_SILPHSCOPE 0x167
#define ITEM_BICYCLE 0x168
#define ITEM_TOWNMAP 0x169
#define ITEM_VSSEEKER 0x16A
#define ITEM_FAMECHECKER 0x16B
#define ITEM_TMCASE 0x16C
#define ITEM_BERRYPOUCH 0x16D
#define ITEM_TEACHYTV 0x16E
#define ITEM_TRI-PASS 0x16F
#define ITEM_RAINBOWPASS 0x170
#define ITEM_TEA 0x171
#define ITEM_MYSTICTICKET 0x172
#define ITEM_AURORATICKET 0x173
#define ITEM_POWDERJAR 0x174
#define ITEM_RUBY 0x175
#define ITEM_SAPPHIRE 0x176
' E Item list
#define ITEM_MAGMAEMBLEM 0x177
#define ITEM_OLDSEAMAP 0x178

Hey Zel.
For some reason Hex editor wont pick up my values for the battle sprite palette.
I noticed that in shiny gold beta4 you palette edited your battle sprite a bit.
So can you help me because i seem to be able to palette edit everything but the battle sprite!

Well, for editing that part I used the Hex Workshop. But probably Hackmew's APE will be easier.

all i asked was where do i find those tools on the list that i need, and if no one knows the answer, someone could just post,'I don't know.' don't act like i didn't even make a post at all

Since we still don't know how to make the rat follow you (and I don't have the need for that, so I really don't care), that's why we can't give you any tool for doing all that stuff specifically.

Though if you manage to learn ASM language, seems anything is possible (But that's way out of my league)

shadowboy166
August 12th, 2007, 01:12 AM
Ok thanks Zel I'll learn how to use APE.
Thanks again.

Edit: Thanks Zel finnaly did it!

snowy22
August 17th, 2007, 02:26 PM
plese... give me a tuturiolal on the diamond cutter

ZodiacDaGreat
August 17th, 2007, 03:11 PM
Zel, you should write a tutorial on changing Overworlds(Minis) in Tilemolester or any other Graphics tool, since Overworld Ed does not have all the Overworlds

flameboy8106
August 19th, 2007, 10:35 PM
well i need help on the part of the paint shop pro thing to change it i dont get wat u mean by anylizing the colors

SilverPlatinum
August 21st, 2007, 08:13 AM
wow you are amazing thanks a lot

Pokeman69
August 21st, 2007, 11:30 AM
Hey zel, I have a question about the intro I tried to change the hero of fire red in to the one of diamond and pearl but the colors don't match too perfectly I did every thing you said.
I can't show you cuz I'm new and i can't post an image yet ( I have to have posted at least 15 comments)but as I said I'm new,oh can somone help me I can't find the trainer sprites in ememarld does anybody know thanks in advance

Morrissey
September 12th, 2007, 06:05 PM
I've looked around for the past few days and I cannot find any help on editing Prof. Birch's intro...(the one where he asks your name.)

I also cannot seem to figure out how to stop your mother from forcing you into the house to set your clock after you exit the truck.
How do I edit these to events? or at least delete or remove the latter from the game.

I greatly appreciate all the help I've received thus far-

KIRA-DIABLO
September 13th, 2007, 12:54 AM
What are the tools needed for hacking pokemon roms?
will you post it here...thanks.. .

Morrissey
September 13th, 2007, 01:11 AM
What are the tools needed for hacking pokemon roms?
will you post it here...thanks.. .

I dunno maybe it's in the Toolbox??? ><

paste to your URL:

pokecommunity.com/forumdisplay.php?f=66

pokenaruto
September 13th, 2007, 12:46 PM
Just export it from unlz and edit it import it back to unlz and it will work

My unlz gba doesnt work anymore just says images cant be found...

spectrelead
September 15th, 2007, 01:19 PM
HELP ME!!!! I NEED TO NOW WHERE THE MALE BACK SPRITE CAN BE FOUND IN SAPPHIRE SO I CAN TRADE IT IN FOR THE MALES FIRERED BACK SPRITE.

Supreme Dirt
September 16th, 2007, 07:10 AM
Really great tutorials. Perhaps you could tell us how to make a pokemon shiny (like the Red Gyarados in Shiny Gold)? Because I am pretty sure that you just used some sort of flag.

But again, great tutorials. I went from an almost entirely unhacked ROM to something that is actually starting to look awesome.

dante001
September 16th, 2007, 01:56 PM
Nice, im alright at hacking..
mapping especially, and scripting!

mach8822
September 22nd, 2007, 05:36 PM
does changing the trainer back pics work with paint?

halowizard
September 23rd, 2007, 02:42 PM
this time we hit "Import", and we change the format to "all files", so we will be able to find our bmp. Our image should replace the old one.

everytime i hit 'import' and i choose my sprite it says:
Error: Image not Indexed

bull_44
September 24th, 2007, 01:44 PM
nice tutorial Zel :):):):):):):)

the new guy
September 24th, 2007, 06:23 PM
everytime i hit 'import' and i choose my sprite it says:
Error: Image not Indexed

The image must only have 16 colors. If you are replacing an existing image with your custom one but using the same original palette, export the original and open that in paint. Then open your custom image in paint and select all and copy. Then go to the original picture and paste your custom image over it and save. If after pasting it the colors are wrong is because the colors in the custom one are not in the existing palette. You could either use one of the existing palette colors or change the palette.

Alternatively, If you have an image editing program like photoshop or paint shop pro, you should be able to reduce the color depth to 16 colors and change the palette colors to what you want. Remember that the first colour found in the palette is used for the background color of the image and will be transparent in game.

Hope this helps.